2,776

(80 replies, posted in Starmada)

Here's my attempt at a dedicated fighter-killer:

VALKYRIE
Combat Rating 37
Hull 2
Engines 6
Shields 2
Weapons:
Anti-Fighter Battery [Range 6, To-Hit 4+, 3/1/1, Repeating]
ABx2
Special:
Electronic Warfare System

So, the idea is simple: it takes 2.4 flights (on average) to kill this baby outright. (Assuming a single flight takes 6 shots, 2 will hit and 1.67 will penetrate, resulting in 0.83 hull hits). In response, this ship (or one of its buddies in formation) can kill TWO FLIGHTS -- each of the weapons dishes out six hits per turn at short range.

Thus, if you've got 15 fighter flights (total of 750 points), I can have 20 of these things... you can concentrate on (and expect to kill) 6-7 of them in the first turn, but then my remaining 13-14 can expect to kill at least 26 fighter flights in response -- provided, of course, I have positioned them appropriately. Even at medium range, I'll still kill 13 of your flights... leaving the odds most definitely in my favor.

I'm sure I'm missing something (as it's past midnight in the Rockies), and my tactics suck, so in practice I'd probably mess it up, but on paper these things would make quite a nice counter to fighter-heavy opponents.

2,777

(80 replies, posted in Starmada)

GamingGlen wrote:

"Spot on points wise"?  Then why is there this big discussion if several are seeing problems with it?   Evidently you love space fighters, and it shows in how you favor them:  they're too cheap, and there's no effective ship based system to counter them that isn't a kludge.

Wow. You've got a serious chip on your shoulder about this, huh?

I don't "love" space fighters-- as a matter of fact, I use them less often than nearly anyone I've played with. And I have played against fighters, lots of them; probably more so that anyone else on this list. And IN MY EXPERIENCE (again, emphasizing the fact that YMMV) there has not been a problem with their cost, over 12+ years of playing.

Their combat rating is mathematically defensible, if not completely justifiable due to the uncertainty involved in costing their strike-first capability. But as has been said many times already, if you find them unbalancing or unpalatable, up their cost. Period. Starmada is made for tweakin'. Nobody's gonna come in and arrest you if your fighters suddenly cost 75 or even 100 points.

Regarding ship-based countermeasures, I'm not sure what a "kludge" is, but some ideas:

Anti-Fighter Batteries (not exactly barn-busting, but get the job done-- they've gotten a bad rap on this list, IMHO)
Sunbursts (make 'em move around)
Shockwave (blows 'em up real good)
Low Shields (anything less than 4 makes 'em overpay for the halves shields capability)
High-ROF weapons (no point wasting PEN and DMG)
Small escort ships (triangular formations work well)
Point Defense System (fighters don't get to halve its effectiveness)
Mines (effective picket system)
Drones (like having your own fighters, but cheaper)
Battle Satellites (mobile mines)
Carronade (random, but nasty)
Electronic Warfare System (hit 'em without penalty)
Anime Spinal Mounts (line 'em up, take 'em out)

Yes, nearly all of these require you to survive at least one turn's worth of attacks from the enemy fighters -- but that's why you put out screening vessels...

I hate the concept that I HAVE to have fighters to counter theirs.  I really do.  I don't want to play WW2 Pacific carrier battles in space (I do plenty of that in the WW2 games I play).

You don't HAVE to have your own fighters (see above). However, they are admittedly the most logical counter.

Space is not air or water.  You cannot base space-fighter technology on man's experience with AIRcraft, and in comparison to WATERcraft.  The two crafts work in a different medium.  Space fighters and space ships will operate in the same medium (or lack of one): space.

The most popular sci-fi settings are roughly wet-navy based, with fighters galore (even Star Trek broke down and added the things by the end). Thus, creating the "Universal" starship combat system without a fairly substantial accommodation for fighters would be lunacy.

Starmada is not intended to be realistic... never laid claim to be. But if you really don't like fighters, you don't have to use them. And if your opponent insists upon it, there are several viable options, many of which have been discussed at length. In addition, we've been discussing two additional ones; the 1/2 ROF weapon and CSP. Heck, I'd even be willing to allow range-3 weapons as point defense.

I have a question: has there been any extensive playtesting of fighter-based fleets vs non-fighter based fleets?  As in, not just a battle or two as bad or good dice rolls, or bad or good tactics, can make a difference, but  many battles having one side or the other having a much better winning percentage?

Yup.

Me versus Brian Jurczyk, who designed the original Arcturan Federation ships. Lots and LOTS of fighters. I, on the other hand, used some fighters, but relied on defenses (ECM and AFB were standard on all Imperial Starmada vessels). Worked out pretty well -- relatively even chance of winning, provided I didn't do anything stupid. smile

Honestly, I'm not intending to be obstinate here, and I don't have any particular soft spot for fighters; I've listened to the concerns, and I know the damned things can be frustrating en masse. But I've also seen many people offer suggestions on how to deal with them as they are -- as well as some relatively simple house rules to tone them down.

Perhaps it's time to take a vote? Is it more inobtrusive to change fighter point costs, alter one (or more) of their special abilities, or arbitrarily limit the number you can field in a given fleet? Or something else? Or leave it alone, and let individual gaming groups decide for themselves?

2,778

(80 replies, posted in Starmada)

GamingGlen wrote:

You (of all people  :wink: ) forgot Anti-Fighter Batteries, since fighters attacking this ship would kill themselves when they roll a 1, like they would when attacking another figher flight.

You are correct, of course. That would increase the point cost of this "ship" to 39.

Your hull comparison is flawed.  It's the weapons that matter.  3 Hull?  You could take out the entire "flight" with 3 hits instead of 6.

True. You COULD take out our theoretical ship with three hits. However, on AVERAGE, it would take six hits to do it, which is why I believe the comparison to be valid. Not to mention that it could take even more than six hits to kill our three-hull ship...

You really cannot compare a ship to a fighter flight.  Fighters are a weapon system, not an entire spacecraft.  That's why I compared a flight with a single weapon.

I disagree. The only point of variance between a fighter and a ship is the fact that the fighter moves and attacks in its own phase. Aside from the out-of-sequence attack (which is, granted, quite handy), a fighter flight is exactly the same as our theoretical 3-hull ship.

Fighters do not operate alone.  They have to arrive with a mothership (not counting the too-cheap long-range option).

Which is merely a contrivance to fit standard sci-fi settings. The fact that the fighters need a mother ship has no bearing at all on the battle -- and therefore is not factored into the Combat Rating.

Hmm.. fuzzy math?   36x2=72, not 50.  So, 36x3 = 108.   And 36 is now suspect, due to needing AFB.

No, the x2 (or x3) modifier is applied to the offensive rating before the final square root is taken. Thus, 39 x 2^.5 = 55; 36 x 3^.5 = 68.

While I have listened (read?) with great interest regarding the feedback on fighters in this thread, my own experience has been that they are spot-on points wise. And as others have pointed out, there are many different ways of countering their threat -- the most effective of which is to have your own fighters; which makes sense if you're associating them with wet-navy air power.

2,779

(80 replies, posted in Starmada)

For the record, if you were to build a ship with 3 hull points (because there are 6 fighters in a flight, but they take a hull hit twice as often), movement of 13 (for the 10-hex radius plus 3 for the fact that they effectively get to turn all the way around for free), six range-1, 1/1/1 weapons with Halves Shields, and Electronic Countermeasures, it would have a combat rating of 36 and take up 233 SUs.

The reason fighters are worth 50 is that I threw in a x2 multiplier for their ability to move and attack in their own phase. Even if you cranked the special modifier up to x3, that still only makes them worth 60 points.

The reason they take up 50 SUs is that they are short-ranged-- plus, most of that mass is taken up by the engines, which are computed for a hull-3 ship, but really take up much less space since we're talking about craft smaller than size 1. I can conceive of making fighter bays take up as much as 100 points, but the SU cost has nothing to do with their effectiveness on the battlefield.

2,780

(9 replies, posted in Starmada)

Nahuris wrote:

If I am right, a range 18 weapon at 1/1/1 with a 5+ to hit and set to 2 fire arcs (AB) costs 18 points, even on a ship with one Hull. However, a spinal mount costs only 10 points. (Speaking of SU's at the moment) and has a higher range at almost the same firing arc.

Actually, if you think about it, it's pretty durn close.

The range of 21 for the SM, compared to the range 18 weapon, increases its usefulness by 17%. However, the arc only covers half the area, meaning the SM is only 58% as effective -- 18 x .58 = 10.5, or almost exactly the 10 SUs for the SM. (Yes, I'm playing fast and loose with the numbers, but my point is that it's not that out of whack...)

I wonder if Jim could have used something like this against the Treyt? wink

2,781

(39 replies, posted in Starmada)

Nahuris wrote:

What if you have a capital ship with one wing of CSP, and it encounters a cloaked enemy ship at 3 hexes. Can the fighters be used to help, or are they just sort of there?

Nope. The fighters, while on CSP, are by definition patrolling to prevent enemy fighter attacks. The appearance of a capital ship, cloaked or otherwise, means nothing to them. smile

2,782

(80 replies, posted in Starmada)

jimbeau wrote:

Don't you think we could "balance" fighters by pricing them higher?

Err... I don't think they are unbalanced as is. But, if other groups find that fighters are being overused, there's nothing wrong with upping the cost...

2,783

(39 replies, posted in Starmada)

underling wrote:
Ironchicken wrote:

Actually i see this as an interesting tactic not a loophole. The cost of the screen would be relatively expensive and the player would need to weigh up the pros and cons of tieing up resources for the added protection.

Then don't call what you're trying to introduce a takeoff of the real world Combat Air Patrol. Because it's not.

Actually, it is... in the sense that I'm envisioning it. I agree that a mechanism that would allow flights to move faster than normal into striking range of enemy ships would not be CAP/CSP... but then I've already said that I would not allow CSP to be "flown" around ships that move more than the max speed of the patrolling flights -- and it's been clear from the beginning that once designated as CSP, flights can only react to fighters that move within 'range'.

GamingGlen wrote:

I agree. This whole system stinks if how all of you are saying it works is the way it will be, IMO.

Wow. Strong words for what is, at the moment, a work in progress... smile

I, too, do not believe it should be necessary for CSP flights to return to a carrier before going off patrol -- for one thing, that requires players to be using the launch/recovery optional rule; and one precept of Starmada is that all optional rules should be independent of each other.

The way I envision it is as follows:

1) A flight ends its move in the same hex as a friendly ship.

2) Instead of attacking, it declares itself to be on "CSP". Since it has already acted, the flight cannot be used to intercept until the following Fighter Phase.

3) During the next Movement Phase, the CSP flight moves with the ship it is "covering"; however, if the ship it is covering moves so that the flight would cover more distance that it could normally, then the CSP flight is left behind in the ship's starting hex and is immediately taken off CSP, forfeiting its activation in the upcoming Fighter Phase.

4) During the Fighter Phase, a flight on CSP is not activated normally; instead, it can be used to intercept opposing flights as described elsewhere.

5) A flight may be taken off CSP during the End Phase; however, if it does so, it forfeits its activation in the upcoming Fighter Phase.

6) If the ship being covered is destroyed, a flight on CSP may be moved to any adjacent, empty hex. If no such hexes exist, the flight is destroyed.

2,784

(9 replies, posted in Iron Stars)

hundvig wrote:

Red Russian Heat Rays may actually be a better weapon overall, as they're a better compromise between armor penetration and bulk.

Perhaps...

So what do you think the "original" Martian heat rays can do? smile

2,785

(9 replies, posted in Iron Stars)

Hmm. Depends on what is meant by "broken". There are certainly situations in which they outperform expectations (e.g., against armour-5 targets), but they can also underperform (e.g., against unarmoured targets).

The effectiveness of weapons in Iron Stars are determined by a spreadsheet I've worked up determining the chance of scoring a hit against any combination of range and armour... this is then baselined so that a d4 gun has a value of 4, d6 is 6, and so on.

As the chart on p.41 of the Iron Stars rulebook shows, the Combat Rating of lightning projectors is anywhere from doubled (on a d12 gun) to quadrupled (on a d4 gun) -- with an average increase of x2.45.

To answer the question more directly, I have not experienced a significant "breakage" of the system. Lightning projectors are powerful, yes, but not invincible. They are still knocked out by damage -- and they waste their abilities against lightly-armoured targets. So, use your destroyers to swarm the LP-armed ships and you should be just fine.

Having said that, if two dreadnoughts face off, one with LPs and one without, the LP-equipped ship will win every time. But we've known for a while that Iron Stars is about fleet actions, not ship-to-ship duels.

2,786

(2 replies, posted in Grand Fleets)

themattcurtis wrote:

Anyway, if anyone is feeling the itch to see it, let me know.

If you have to ask, go ahead and post 'em!

2,787

(1 replies, posted in Grand Fleets)

themattcurtis wrote:

I just had no idea how to award VPs, as from what I've seen Kevin usually comes up with that after playtesting.

That's 'cause Dan has been too lazy to work up a points system for Grand Fleets. wink

Nice report, btw...

2,788

(39 replies, posted in Starmada)

Ironchicken wrote:

As for fighters moving faster than normal. I feel this is a necessary abstraction to keep the rules simple. As a fighter flight on CSP can only react and not proactively engage and it must land and relaunch to change modes, it would be difficult to gain advantage from the potential faster move.

One tactic I suppose could be to build a fast escort, assign CSP flights and then it could zip around providing CSP cover where needed by the fleet. That does not particularly ofend me either.

Indeed. The drawbacks (only moving with the escorted ship, only being able to react to opposing flights AFTER having revealed your position) certainly outweigh the benefit of potentially getting up to an "extra" six hexes of movement. At the same time, I don't want to encourage abuse, so a rule limiting the escorted ship to a speed of <10 is reasonable.

2,789

(16 replies, posted in Starmada)

Uncle_Joe wrote:

The trick or 'exploit' if you will is that the cost increase stays flat while the benefit increases geometrically (I believe that is the correct term).

Actually, you are using the term correctly; you're just overlooking the fact that the cost increases geometrically as well...

Each of the Ranged-Based abilities has a 1.6 multiplier, which are applied in combination. Thus, if you put all three on a single weapon, your final cost multiplier would be 4.096 (1.6^3).

However the weapon is FAR more effective at close range than that cost getting 81 effective attack at close range!

You're getting the POSSIBILITY of 81 attacks; the chances of you getting all 81 points of damage is very small: even assuming a 2+ to-hit and shields of 1 on the target, the chance of a single 3/1/1 Range-Based^3 weapon getting 81 damage dice is only 0.14% (that's 14/100ths of a percent).

Your average success rate across all range bands is reflected by the multiplier-- which takes into account the fact (pointed out by Rich) that there are more target hexes at medium and long range than at short range.

With the 2+ to-hit and shields 1 example, your average number of hits is going to be 18.75, compared to 0.69 hits without the Range-Based abilities. This is still more success than would be anticipated by the 4.096 multiplier,  but much less than 81. Also, you're also assuming the best-case scenario.

2,790

(39 replies, posted in Starmada)

> -----Original Message-----
> From: mj12games@yahoogroups.com
> Then you probably should change the way the proposed rules
> are worded. Because the proposed rules make it sound like the
> CSP flight must be assigned to a specific ship. If it's
> assigned to a specific ship then it shouldn't be allowed to
> provide cover for another ship that's being targeted.
> Kevin

The proposed rules are worded correctly, in that a flight on CSP must be "stationed" around a particular ship. However, I'll have to disagree with you-- I don't see why a flight shouldn't be allowed to provide cover to nearby vessels, albeit with reduced efficiency (thus the roll for success).

2,791

(39 replies, posted in Starmada)

> -----Original Message-----
> If a CSP flight waits until an attacking flight gets to
> within one hex to attack the ship that it's protecting, then
> the attacking flight will be within one hex of the CSP
> flight. That means that the intercept roll will always
> succeed. If I'm understanding the proposed rules, that is.
> I guess I just don't see the point of a CSP flight
> intercepting a flight more than one hex from the ship it's protecting.
> Kevin

There may not be a point in doing so, but it is an option-- for example, if a ship three hexes away gets jumped by enemy fighters, you can attempt to intercept them before they get to attack. But you're right; the most effective use of CSP is to protect a ship in the same hex.

2,792

(39 replies, posted in Starmada)

Ironchicken wrote:

Something I was thinking of I would like to bounce in here... an addition to the dogfight rules.

A fighter flight can be given a guard order. It then moves with the ship it is guarding in the normal move phase but not in the fighter phase. During the fighter phase if an enemy flight ends its move within 2 hexes the flight can immeadiately intercept and engage the enemy in a dogfight.

Moved this to a new topic, as the other was getting unwieldy...

Can I say I LOVE this idea? smile

However, I would alter it slightly:

A fighter flight can be designated as performing combat space patrol (CSP) INSTEAD of making an attack at the end of its movement. This must be done while in the same hex as a friendly starship (or also in an adjacent hex?). Place an appropriate marker next to the flight.

While on CSP, the flight gains the ability to intercept an enemy flight that strays to within six hexes. After an enemy flight has moved, but BEFORE it has attacked, ONE flight on CSP may attempt to intercept. Roll a die; if the result is equal to or greater than the range, the interception occurs. The CSP flight is moved to a hex adjacent to the target flight, and its attack is resolved BEFORE the enemy flight gets to attack. If this roll is less than the range, the attempt has failed-- the flight is still moved to a hex adjacent to the target flight, but it loses the opportunity to attack.

A flight on CSP cannot move during the Fighter Phase (except to intercept as above); however, it does move with the starship around which it is patrolling.

Once placed on CSP, a flight MUST remain so until an interception attempt is made (successful or otherwise).

If using the optional Dogfight rules (F.3), the intercepting flight may be moved into the same hex as the target flight instead of an adjacent hex.

2,793

(2 replies, posted in Grand Fleets)

themattcurtis wrote:

Martin T4M-1 torpedo plane
Boeing F2B-1 fighter

Martin T4M-1 (USA) 1927
Hits 3
Speed 16
Altitude 1
Attack +1
Bombs -
Fuel ?
Torpedo: 1x USA 18"(45) Mk.7

Boeing F2B-1 (USA) 1922
Hits 2
Speed 23
Altitude 4
Attack +5
Bombs -
Fuel ?

BeowulfJB wrote:

I read with mych interest the idea of designing AA weapons with a damage value of 1/2; very clever.  Is there a way to input a damage value of 1/2 in Computerized ship designer?

1) Tools > Protection > Unprotect Sheet...

2) Select cell G11

3) Data > Validation...

4) "Clear All" then "OK"

5) Repeat steps 3 and 4 for cells G15 and G19

Now, you should be able to give weapons a ROF of 0.5.

2,795

(16 replies, posted in Starmada)

shift_shaper wrote:

I was misreading the entry on repeating, and not registering that it is the same die that "repeats".

No worries... this has been a confusing issue for some time, but I didn't want to prohibit the combo entirely.

2,796

(16 replies, posted in Starmada)

shift_shaper wrote:

Hello,

Hello!

1) The way hyperdrives are figured into space calculations, you can add as many hyperdrives as you want to a ship, for free, and you get as many Q hits as you want out of this, for no cost, since the only cost for hyperdrives is a 10% reduction in SUs for the first one.

This is incorrect. The rules state that ONE hyperdrive is present; if this is removed, you receive an extra 10% of the available SUs. The rules do not say anything about adding more hyperdrives. While it is possible to do so with the SXCA, that is merely a tool -- the rules supercede the spreadsheet.

A similar problem arises when using the shockwave special equipment. Both its offensive rating and its space units depend on the shield rating.  This means, if you aren't using shields (such as on some small ships my friends and I have designed) you can have infinite Q buffers again.

While this is not explicitly prohibited by the rules, the implication is that a shockwave cannot be present without shields. However, this is easily legislated against: a ship must have a shield rating of 1+ in order to mount a shockwave generator.

2) The combination of Re-roll To-Hit Dice/Repeating/Inverted Range Modifiers, or really just Re-roll To-Hit Dice/Repeating.

While the Re-roll To-Hit/Repeating combo is powerful, it is more so because it sounds like you have been playing it incorrectly.

The "Re-roll To-Hit Dice" ability only allows each die to be re-rolled once per turn -- not once for each iteration of the "Repeating" ability.

Playing it the way you have been, each die will do an average of 35 hits per turn (assuming short range and 3+ to-hit). Playing it "correctly" reduces this to 5.83 (compared to 0.83 if the weapon had neither ability).

2,797

(45 replies, posted in Starmada)

Justin Crough wrote:

I don't understand why a fighter ramming into a ship should do more damage than a drone that is purpose-built to be an explosively damaging weapon system.

Err... because the kamikaze fighter is piloted by an intelligent creature bent on its own destruction? smile

Seriously-- I don't know why that is, but it's the way the rules were written. I suppose knocking the to-hit for kamikazes down to 4+ to match drones would be appropriate, but it still undervalues fighters if kamikaze tactics are used as the rule rather than the exception.

Also, where did that "3 dice against the shields" thing come from? Whoever wrote that was delusional!

2,798

(45 replies, posted in Starmada)

Nahuris wrote:

This was what I was considering when I was looking at the possibility of a more active fighter defense....... After Star Wars 1, I started seeing people taking drone fighters for the sole purpose of ramming at the first opportunity.....

I'm not debating that it's a "valid" tactic from a gaming perspective... I'm saying that the rules are written (and fighters point-costed) with the assumption that they will NOT be ramming. The kamikaze rules are a nod to those who want the option -- but if you are going to make it the norm rather than the exception, then the points need to be tweaked.

2,799

(45 replies, posted in Starmada)

BeowulfJB wrote:

Drones are just Not cost-effective compared to fighter-ramm attacks.
     Am I missing something?  The difference in cost effectiveness between regular Drones and "Tomahawk Missiles" seems tremendous!!

Yes... you are missing the fact that the kamikaze rules are intended to be used as a last-ditch measure in specific scenarios, and NOT as a standard tactic. wink

In effect, by declaring your fighters will ram in all cases, you are DOUBLING their chance of causing damage on the first round of combat (although reducing their potential to zero in subsequent rounds...)

2,800

(9 replies, posted in Discussion)

Hello again... this time I'm off to Utah for a conference in SLC.

Good times will be had by some... smile

So, if I'm out of contact for several days, y'all will know why. If no one hears from me by Sunday night, send in the troops.